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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 09-17-2003, 01:50 PM   #1 (permalink)
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Default Question about editing/saving script files

How does the game know what script files to read? I added new music scores to the game to replace the old ones. Then I open WorldBuilder and add the necessary scripts in the playerCivilian script folder. Then can I just save that folder to a new file and the game will recognise it? And if so, if I use scripts that contradict each other (my script disables the original music, but the standard scripts enable it), which one will take precedence over the other? Or will it not read the new file, so I have to save the whole skirmishscripts file?

BTW, you people must be going mad with all my questions But I'm almost sure it'll be worth it in the end. Be patient...
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Old 09-19-2003, 08:46 AM   #2 (permalink)
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Anyone?
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Old 09-19-2003, 08:52 AM   #3 (permalink)
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you will have to save the entire skirmishscript i think
ps immoman can u modify the script so the AI will build mutch better bases and tanks and .... so they are realy good to play against , i hate brutal its to ez
if so, how ?
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Old 09-19-2003, 01:15 PM   #4 (permalink)
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Well, if you can find out how to load the scripts, most of it is just adding/editing scripts. I can't really give any direct instructions as AI editing is too complex and specialized to do this. Just trying it out is all you can do, but just use your imagination.

Look at the present scripts, what they're supposed to do (according to their name), and try to improve them by adding more units to the attack, a wider range of units, etc. Or think up some completely new moves: just think of a special move the AI might make and put it in. Then think of another tactic and put that in too. The more scripts you put in and the more variety there is among them, the better the AI will perform.
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Old 09-19-2003, 05:40 PM   #5 (permalink)
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The game reads SkirmishScripts.scb although the contents of the PlyrCivilian folder can be overridden by the same folder in custom maps - a common mistake amongst map authors.

The game also reads MultiplayerScripts.scb into the neutral folder.
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Old 09-20-2003, 09:56 AM   #6 (permalink)
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Right, the music works, but now I ran into another problem (ouch):

Because I had more than 12 buildings for each side, I added a second dozer to the game, a "combat dozer", which is faster, stronger, and repairs quicker, but only builds defences, barracks and war factory. Now the problem is, I'm trying to get the AI to build that dozer so they can build a barracks and stuff. I've got them to build the dozer, but they won't build a barracks with it. Once built, it just sits there until I blow it up... So is there any way to get the AI to use the combat dozer as well as the regular one?
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Old 09-20-2003, 10:59 AM   #7 (permalink)
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for that you will probably need to edit the AIData.ini file.

that has all the buildings the AI uses for each side, you mjust add them into them lists along with coordinates as to where to build them and such
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Old 09-20-2003, 12:29 PM   #8 (permalink)
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I don't think that's the problem. Cause now something rather strange happened...

While testing some new stuff I attacked the AI, which, as I suspected, still didn't get any further than building 2 power plants and one of the new combat dozers. But when I started to attack them, they suddenly started building, and from then on they were building like normal. But they needed me to attack them first to "trigger" the building of the rest of their base. So does anyone know what's going on here?

EDIT: Ok, the problem's been solved. The AI was trying to build a Supply Center and a second Power Plant at the same time, so it locked up and ended up building nothing. I restricted the building of the second power plant with an extra condition, and the problem was solved.
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